WIP: bake on every frame of a render.

This commit is contained in:
Nathan Vegdahl 2023-01-13 13:51:56 -08:00
parent a62d168b67
commit 0b4661259b
3 changed files with 268 additions and 141 deletions

View File

@ -32,26 +32,19 @@ import math
import bpy
from .names import \
compify_mat_name, \
compify_baked_texture_name, \
MAIN_NODE_NAME, \
BAKE_IMAGE_NODE_NAME, \
UV_LAYER_NAME
from .node_groups import \
ensure_footage_group, \
ensure_camera_project_group, \
ensure_feathered_square_group
from .uv_utils import leftmost_u
from .camera_align import camera_align_register, camera_align_unregister
MAIN_NODE_NAME = "Compify Footage"
BAKE_IMAGE_NODE_NAME = "Baked Lighting"
UV_LAYER_NAME = 'Compify Baked Lighting'
# Gets the Compify Material name for the active scene.
def compify_mat_name(context):
return "Compify Footage | " + context.scene.name
# Gets the Compify baked lighting image name for the active scene.
def compify_baked_texture_name(context):
return "Compify Bake | " + context.scene.name
from .bake import Baker
#========================================================
@ -109,6 +102,7 @@ class CompifyPanel(bpy.types.Panel):
#--------
layout.operator("material.compify_prep_scene")
layout.operator("material.compify_bake")
layout.operator("render.compify_render")
class CompifyCameraPanel(bpy.types.Panel):
@ -337,13 +331,8 @@ class CompifyBake(bpy.types.Operator):
bl_label = "Bake Footage Lighting"
bl_options = {'UNDO'}
# Operator fields, for keeping track of state during modal operation.
_timer = None
is_baking = False
is_done = False
proxy_objects = []
hide_render_list = {}
main_node = None
baker = None
# Note: we use a modal technique inspired by this to keep the baking
# from blocking the UI:
@ -359,149 +348,114 @@ class CompifyBake(bpy.types.Operator):
and compify_mat_name(context) in bpy.data.materials
def post(self, scene, context=None):
self.is_baking = False
self.is_done = True
self.baker.post(scene, context)
def cancelled(self, scene, context=None):
self.is_baking = False
self.is_done = True
self.baker.cancelled(scene, context)
def execute(self, context):
# Clear operator fields. Not strictly necessary, since they
# should be cleared at the end of the bake. But just in case.
self._timer = None
self.is_baking = False
self.is_done = False
self.proxy_objects = []
self.hide_render_list = {}
self.main_node = None
self.baker = Baker()
self._timer = context.window_manager.event_timer_add(0.05, window=context.window)
context.window_manager.modal_handler_add(self)
return self.baker.execute(context)
# Misc setup and checks.
if context.scene.compify_config.geo_collection == None:
return {'CANCELLED'}
self.proxy_objects = context.scene.compify_config.geo_collection.objects
proxy_lights = []
if context.scene.compify_config.lights_collection != None:
proxy_lights = context.scene.compify_config.lights_collection.objects
material = bpy.data.materials[compify_mat_name(context)]
self.main_node = material.node_tree.nodes[MAIN_NODE_NAME]
delight_image_node = material.node_tree.nodes[BAKE_IMAGE_NODE_NAME]
def modal(self, context, event):
result = self.baker.modal(context, event)
if result == {'FINISHED'} or result == {'CANCELLED'}:
context.window_manager.event_timer_remove(self._timer)
return result
if len(self.proxy_objects) == 0:
return {'CANCELLED'}
# Ensure we have an image of the right resolution to bake to.
bake_image_name = compify_baked_texture_name(context)
bake_res = context.scene.compify_config.bake_image_res
if bake_image_name in bpy.data.images \
and bpy.data.images[bake_image_name].resolution[0] != bake_res:
bpy.data.images.remove(bpy.data.images[bake_image_name])
class CompifyRender(bpy.types.Operator):
"""Render, but with Compify baking before rendering each frame."""
bl_idname = "render.compify_render"
bl_label = "Render with Compify Lighting Integration"
bake_image = None
if bake_image_name in bpy.data.images:
bake_image = bpy.data.images[bake_image_name]
else:
bake_image = bpy.data.images.new(
bake_image_name,
bake_res, bake_res,
alpha=False,
float_buffer=True,
stereo3d=False,
is_data=False,
tiled=False,
)
delight_image_node.image = bake_image
_timer = None
render_started = False
render_done = False
frame_range = None
stage = ""
baker = None
# Configure the material for baking mode.
self.main_node.inputs["Do Bake"].default_value = 1.0
self.main_node.inputs["Debug"].default_value = 0.0
delight_image_node.select = True
material.node_tree.nodes.active = delight_image_node
is_finished = False
is_cancelled = False
# Deselect everything.
for obj in context.scene.objects:
obj.select_set(False)
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT' \
and context.scene.compify_config.footage != None \
and context.scene.compify_config.camera != None \
and context.scene.compify_config.geo_collection != None \
and len(context.scene.compify_config.geo_collection.all_objects) > 0 \
and compify_mat_name(context) in bpy.data.materials
# Build a dictionary of the visibility of non-proxy objects so that
# we can restore it afterwards.
for obj in context.scene.objects:
if obj.name not in self.proxy_objects and obj.name not in proxy_lights:
self.hide_render_list[obj.name] = obj.hide_render
def render_post_callback(self, scene, context=None):
self.render_done = True
# Make all non-proxy objects invisible.
for obj_name in self.hide_render_list:
bpy.data.objects[obj_name].hide_render = True
def cancelled_callback(self, scene, context=None):
self.is_cancelled = True
# Set up the baking job event handlers.
bpy.app.handlers.object_bake_complete.append(self.post)
bpy.app.handlers.object_bake_cancel.append(self.cancelled)
def execute(self, context):
self.render_started = False
self.render_done = False
self.frame_range = (context.scene.frame_start, context.scene.frame_end)
self.stage = "bake"
self.baker = Baker()
self.is_finished = False
self.is_cancelled = False
bpy.app.handlers.render_post.append(self.render_post_callback)
bpy.app.handlers.render_cancel.append(self.cancelled_callback)
bpy.app.handlers.object_bake_cancel.append(self.cancelled_callback)
# Set up the timer.
self._timer = context.window_manager.event_timer_add(0.05, window=context.window)
context.window_manager.modal_handler_add(self)
context.scene.frame_set(self.frame_range[0])
return {'RUNNING_MODAL'}
def modal(self, context, event):
if event.type == 'TIMER':
if not self.is_baking and not self.is_done:
self.is_baking = True
if self.is_cancelled or self.is_finished:
bpy.app.handlers.render_post.remove(self.render_post_callback)
bpy.app.handlers.render_cancel.remove(self.cancelled_callback)
bpy.app.handlers.object_bake_cancel.remove(self.cancelled_callback)
# Select objects for baking.
for obj in self.proxy_objects:
obj.select_set(True)
context.view_layer.objects.active = self.proxy_objects[0]
# Do the bake.
bpy.ops.object.bake(
"INVOKE_DEFAULT",
type='DIFFUSE',
pass_filter={'DIRECT', 'INDIRECT', 'COLOR'},
# filepath='',
# width=512,
# height=512,
margin=context.scene.compify_config.bake_uv_margin,
margin_type='EXTEND',
use_selected_to_active=False,
max_ray_distance=0.0,
cage_extrusion=0.0,
cage_object='',
normal_space='TANGENT',
normal_r='POS_X',
normal_g='POS_Y',
normal_b='POS_Z',
target='IMAGE_TEXTURES',
save_mode='INTERNAL',
use_clear=True,
use_cage=False,
use_split_materials=False,
use_automatic_name=False,
uv_layer='',
)
elif self.is_done:
# Clean up the handlers and timer.
context.window_manager.event_timer_remove(self._timer)
bpy.app.handlers.object_bake_complete.remove(self.post)
bpy.app.handlers.object_bake_cancel.remove(self.cancelled)
self._timer = None
# Restore visibility of non-proxy objects.
for obj_name in self.hide_render_list:
bpy.data.objects[obj_name].hide_render = self.hide_render_list[obj_name]
self.hide_render_list = {}
# Set material to non-bake mode.
self.main_node.inputs["Do Bake"].default_value = 0.0
self.main_node = None
# Reset other self properties.
self.is_baking = False
self.is_done = False
self.proxy_objects = []
if self.is_cancelled:
return {'CANCELLED'}
if self.is_finished:
return {'FINISHED'}
if event.type == 'TIMER':
# Bake stage.
if self.stage == "bake":
if not self.baker.is_baking and not self.baker.is_done:
self.baker.execute(context)
result = self.baker.modal(context, event)
if result == {'FINISHED'}:
self.baker.reset()
self.stage = "render"
else:
if result == {'CANCELLED'}:
self.is_cancelled = True
return result
# Render stage.
elif self.stage == "render":
if not self.render_started:
self.render_started = True
bpy.ops.render.render("INVOKE_DEFAULT", animation=False, write_still=True)
elif self.render_done:
if context.scene.frame_current >= self.frame_range[1]:
self.is_finished = True
else:
context.scene.frame_set(context.scene.frame_current + 1)
self.render_started = False
self.render_done = False
self.stage = "bake"
return {'PASS_THROUGH'}
@ -607,6 +561,7 @@ def register():
bpy.utils.register_class(CompifyAddFootageLightsCollection)
bpy.utils.register_class(CompifyPrepScene)
bpy.utils.register_class(CompifyBake)
bpy.utils.register_class(CompifyRender)
bpy.utils.register_class(CompifyCameraProjectGroupNew)
bpy.utils.register_class(CompifyFootageConfig)
@ -623,6 +578,7 @@ def unregister():
bpy.utils.unregister_class(CompifyAddFootageLightsCollection)
bpy.utils.unregister_class(CompifyPrepScene)
bpy.utils.unregister_class(CompifyBake)
bpy.utils.unregister_class(CompifyRender)
bpy.utils.unregister_class(CompifyCameraProjectGroupNew)
bpy.utils.unregister_class(CompifyFootageConfig)

159
bake.py Normal file
View File

@ -0,0 +1,159 @@
import bpy
from .names import \
compify_mat_name, \
compify_baked_texture_name, \
MAIN_NODE_NAME, \
BAKE_IMAGE_NODE_NAME, \
UV_LAYER_NAME
from .node_groups import \
ensure_footage_group, \
ensure_camera_project_group, \
ensure_feathered_square_group
from .uv_utils import leftmost_u
from .camera_align import camera_align_register, camera_align_unregister
class Baker:
def __init__(self):
self.is_baking = False
self.is_done = False
self.proxy_objects = []
self.hide_render_list = {}
self.main_node = None
def post(self, scene, context=None):
self.is_baking = False
self.is_done = True
def cancelled(self, scene, context=None):
self.is_baking = False
self.is_done = True
def execute(self, context):
# Misc setup and checks.
if context.scene.compify_config.geo_collection == None:
return {'CANCELLED'}
self.proxy_objects = context.scene.compify_config.geo_collection.objects
proxy_lights = []
if context.scene.compify_config.lights_collection != None:
proxy_lights = context.scene.compify_config.lights_collection.objects
material = bpy.data.materials[compify_mat_name(context)]
self.main_node = material.node_tree.nodes[MAIN_NODE_NAME]
delight_image_node = material.node_tree.nodes[BAKE_IMAGE_NODE_NAME]
if len(self.proxy_objects) == 0:
return {'CANCELLED'}
# Ensure we have an image of the right resolution to bake to.
bake_image_name = compify_baked_texture_name(context)
bake_res = context.scene.compify_config.bake_image_res
if bake_image_name in bpy.data.images \
and bpy.data.images[bake_image_name].resolution[0] != bake_res:
bpy.data.images.remove(bpy.data.images[bake_image_name])
bake_image = None
if bake_image_name in bpy.data.images:
bake_image = bpy.data.images[bake_image_name]
else:
bake_image = bpy.data.images.new(
bake_image_name,
bake_res, bake_res,
alpha=False,
float_buffer=True,
stereo3d=False,
is_data=False,
tiled=False,
)
delight_image_node.image = bake_image
# Configure the material for baking mode.
self.main_node.inputs["Do Bake"].default_value = 1.0
self.main_node.inputs["Debug"].default_value = 0.0
delight_image_node.select = True
material.node_tree.nodes.active = delight_image_node
# Deselect everything.
for obj in context.scene.objects:
obj.select_set(False)
# Build a dictionary of the visibility of non-proxy objects so that
# we can restore it afterwards.
for obj in context.scene.objects:
if obj.name not in self.proxy_objects and obj.name not in proxy_lights:
self.hide_render_list[obj.name] = obj.hide_render
# Make all non-proxy objects invisible.
for obj_name in self.hide_render_list:
bpy.data.objects[obj_name].hide_render = True
# Set up the baking job event handlers.
bpy.app.handlers.object_bake_complete.append(self.post)
bpy.app.handlers.object_bake_cancel.append(self.cancelled)
return {'RUNNING_MODAL'}
def modal(self, context, event):
if event.type == 'TIMER':
if not self.is_baking and not self.is_done:
self.is_baking = True
# Select objects for baking.
for obj in self.proxy_objects:
obj.select_set(True)
context.view_layer.objects.active = self.proxy_objects[0]
# Do the bake.
bpy.ops.object.bake(
"INVOKE_DEFAULT",
type='DIFFUSE',
pass_filter={'DIRECT', 'INDIRECT', 'COLOR'},
# filepath='',
# width=512,
# height=512,
margin=context.scene.compify_config.bake_uv_margin,
margin_type='EXTEND',
use_selected_to_active=False,
max_ray_distance=0.0,
cage_extrusion=0.0,
cage_object='',
normal_space='TANGENT',
normal_r='POS_X',
normal_g='POS_Y',
normal_b='POS_Z',
target='IMAGE_TEXTURES',
save_mode='INTERNAL',
use_clear=True,
use_cage=False,
use_split_materials=False,
use_automatic_name=False,
uv_layer='',
)
elif self.is_done:
# Clean up the handlers and timer.
bpy.app.handlers.object_bake_complete.remove(self.post)
bpy.app.handlers.object_bake_cancel.remove(self.cancelled)
self._timer = None
# Restore visibility of non-proxy objects.
for obj_name in self.hide_render_list:
bpy.data.objects[obj_name].hide_render = self.hide_render_list[obj_name]
self.hide_render_list = {}
# Set material to non-bake mode.
self.main_node.inputs["Do Bake"].default_value = 0.0
self.main_node = None
# Reset other self properties.
self.is_baking = False
self.is_done = False
self.proxy_objects = []
return {'FINISHED'}
return {'PASS_THROUGH'}
def reset(self):
self.is_baking = False
self.is_done = False

12
names.py Normal file
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@ -0,0 +1,12 @@
MAIN_NODE_NAME = "Compify Footage"
BAKE_IMAGE_NODE_NAME = "Baked Lighting"
UV_LAYER_NAME = 'Compify Baked Lighting'
# Gets the Compify Material name for the active scene.
def compify_mat_name(context):
return "Compify Footage | " + context.scene.name
# Gets the Compify baked lighting image name for the active scene.
def compify_baked_texture_name(context):
return "Compify Bake | " + context.scene.name